Texturing artifacts when importing a model in Unreal 4Answered
I have this issue when I import a house in Unreal 4:
In Meshlab the same mesh looks fine:
This house is as big as a chair. My suspicion is that the very small scale causes these artifacts in Unreal 4.
It looks like some precision loss.
I tried to scale the house in Blender but it did not solved the artifacts visible in Unreal 4.
I also tried to scale it when exporting from Reality Capture. Still not solved.
I used 16 scientific and double precision formats, both giving the same artifacts.
Is there a way of increasing the scale of the generated mesh in Reality Capture ?
Or is there another way of improving the precision ?
Thank you !
Hi Florin Barbuceanu
Is the model georeferenced ?
go to WORKFLOW->SETTINGS->COORDINATE SYSTEM – there it should be set LOCAL
And how do you set export parameters – as a GRID PLANE or ?
Hi Florin Barbuceanu
Can you send me say 10k tris model for inspection ?
As this sort of issues is related to georeferenced models used in "ordinary" applications.
In Unity it looks fine.
Whoops, I was going to create a new post but I brought this one back to life, so I guess I will ask to to the question above.
Was this problem ever addressed? I think my issue is slightly different but similar.
Im curious on why every time I try to import a model into Unreal Engine, it always looks bumpy as heck and shiny but when I view the model in Modo, or RC everything looks great. (Im think it has to do with the assumed surface type and shadowing?)
Curious if anyone has a good workflow for unreal.
Type of file export? Settings on export? and how anyone is importing in Unreal and the settings on import.
I may just give up and go straight to Unity if there are no problems there, but i feel like there is something I am missing with my knowledge of game engine and models.
I just want to comment on the right answer to this question that was asked years ago.
In unreal engine, when you import your static mesh, make sure you check Use Full Precision UV in the static mesh editor for your model.
There are pretty much three important steps.
- Exporting from RC, you must include Normals or you will get jagged edges.
- In Unreal, You must check Use Full Precision UVs.
- You need to play around with the material details in unreal to add variables for roughness, specular and metallic. (So it doesnt look shiny)
Thanks for this setting, Mike. I'm working with RC to UE4 transfer for last mounths).
And don't forget to check Export Vertex Normals: Yes when exporting FBX\OBJ from RC
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